

SOUP ROOMS: Sodium
An atmospheric exploration room created for SOUP ROOMS ↗ (2025), a virtual gallery system directed by Akuma Kira & Kite Line. SOUP is a rigid creative format lifted from a 2007 artware game; its many subsequent releases now exhibit 300+ rooms, suggesting how set technical constraints can scale participation and reward ingenuity. Contributors define their cube-shaped "rooms" from a fixed set of images and sounds. SOUP-making has been used as a charrette exercise in game design studios, where it can teach the fundamentals of game assets, collaborative work, and creative economy. My contribution, Sodium, places the player in a sodium-lit parking lot on a midsummer night, pairing a soundscape of cicadas and a distant storm with spherical projection mapping to evoke warm light and deep shadow.
Related Projects
Genesis
A light-gun game inspired by vector graphics that reimagines the credit crawl sequence from Super Smash Bros. Melee (2001). I developed this game as my submission for the C.H.A.I.N.G.E.D. collaboration. The project was an opportunity to explore motion-captured camera work, gameplay-to-music synchronization, a blocking system for sequencing events, and vector-based rendering.
C.H.A.I.N.G.E.D.
A large-scale, collaborative follow-up to C.H.A.I.N., this project connects over 40 developers' games into a branching narrative. After each entry, the player chooses between two games, representing forks in the timeline. My primary contribution was designing the technical architecture that enabled this branching to occur within the launcher itself, rather than individual games. This key decision made the project feasible to implement across multiple engines and contributors. You can play the full collection here and read an interview about the project.
BACKBONE
An immersive horror, first-person stealth exploration game spanning approximately 30 minutes, rendered with NTSC analogue-style graphics that mimic the rainbow iridescence of 1970s television. BACKBONE is my contribution to C.H.A.I.N. 3, a collaborative network where each developer builds a game world connected to others through doors. Continuing directly from the network's starting game, it expanded the exposition and connected to three other games. The game recreates an early 70s midwestern basement—a childhood memory of one of the lead characters—using modular architectural assets to build an atmospheric period environment. Technical features include an inspection system for environmental storytelling, a phone call system for delivering dialogue sequences, and stealth gameplay with enemy AI that uses a finite state machine and procedural, physics-based animation. Within the network, BACKBONE bridges multiple narrative threads and establishes mechanical systems used by subsequent developers.
Drip
A dreamlike ball platformer created in one week for the C.H.A.I.N. collaboration. My task was to create a sequel to a first-person hospital game. To meet the deadline, I used Grasshopper for procedural level design, creating a large, open dreamscape where the player floats downwards. This parametric approach allowed me to efficiently place collectibles, asteroids, and hazardous tentacles along splines with random variation, directing the player's movement through the space.